#include <windows.h>
#include <gl/gl.h>
#include <gl/glu.h>
#include "glext.h"
PFNGLCREATESHADERPROC glCreateShader; 
PFNGLSHADERSOURCEPROC glShaderSource;
PFNGLCOMPILESHADERPROC glCompileShader; 
PFNGLCREATEPROGRAMPROC glCreateProgram; 
PFNGLATTACHSHADERPROC glAttachShader;
PFNGLLINKPROGRAMPROC glLinkProgram;
PFNGLUSEPROGRAMPROC glUseProgram;
PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation;
PFNGLUNIFORMMATRIX4FVPROC glUniformMatrix4fv;
PFNGLUNIFORM1FPROC glUniform1f;
PFNGLUNIFORM2FPROC glUniform2f;
PFNGLUNIFORM3FPROC glUniform3f;
PFNGLUNIFORM4FPROC glUniform4f;
PFNGLUNIFORM1IPROC glUniform1i;
PFNGLGETATTRIBLOCATIONPROC glGetAttribLocation;
PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray;
PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer;
PFNGLBINDBUFFERPROC glBindBuffer;
PFNGLGENBUFFERSPROC glGenBuffers;
PFNGLBUFFERDATAPROC glBufferData;
PFNGLBLENDEQUATIONSEPARATEPROC glBlendEquationSeparate;
PFNGLBLENDFUNCSEPARATEPROC glBlendFuncSeparate;
PFNGLACTIVETEXTUREPROC glActiveTexture;
PFNGLDELETEBUFFERSPROC glDeleteBuffers;
PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog;
PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog;
PFNGLGENFRAMEBUFFERSPROC glGenFramebuffers;
PFNGLFRAMEBUFFERTEXTURE2DPROC glFramebufferTexture2D;
PFNGLCHECKFRAMEBUFFERSTATUSPROC glCheckFramebufferStatus;
PFNGLDELETEFRAMEBUFFERSPROC glDeleteFramebuffers;
PFNGLBINDFRAMEBUFFERPROC glBindFramebuffer;
PFNGLCOMPRESSEDTEXIMAGE2DARBPROC glCompressedTexImage2D;